A new demo is available! Play the demo and add the game to your wishlist.
Also subscribe to the channels of streamers who prepared this walkthrough especially for STEAM NEXT FEST: PhuCat103 つねこ / catlover_mimi
About the game: Dating simulator with yandere which at any moment can turn into a brutal love thriller. Every decision you make affects the development of the plot. Take responsibility for your actions, at least in a video game! It depends only on you whether Rose will be able to defeat all five evil rivals? Will Rose be able to be happy? And will she be together with Samon?! Make your decisions and come to one of three shocking endings.
One-on-one duels with MMA elements, punching and kicking, knocking your opponent to the ground and finishing him off in the parterre. Beat em up multiple opponents in Beat em up style, crush your enemies with the juicy sounds of punches and blood splatters in this arcade street fighting simulator!
[Add] Added a sound effect for the door opening when solving the Ancient Sheet Music note puzzle in Lake Yaochi Ruins.
[Design] Modified the timing for loading and releasing resources during scene transitions to reduce crashes caused by switching scenes. (However, this change affects the entire game and requires more detailed testing to ensure it doesn't cause other issues.)
[Fix] Fixed numerous memory leak issues. [Fix] Corrected issues preventing the collection of all items in the following areas: -Factory (Great Hall) -Tiandao Research Center -Greenhouse -Power Reservoir (East) -Grotto of Scriptures (West)
[Fix] Fixed the abnormal disappearance of drops from the following optional boss fights: -Celestial Spectre: Shangui -Celestial Enforcer: Tieyan [Fix] Fixed the errors causing enemies to get stuck in mid-air during the following boss fights: -Lady Ethereal -Eigong
[Fix] Resolved the issue where closing the HUD in settings stopped characters from leveling up correctly. [Fix] Fixed the bug allowing players to climb invisible ropes after being attacked while on a rope. [Fix] Restored missing attack sound effects for Celestial Sentinel: Jiaoduan and Celestial Sentinel: Wuqiang. [Fix] Addressed performance issues caused by certain effects. [Fix] Restored missing sound effects for the specific enemies. [Fix] Fixed an issue where the palette vase gifted by Xuan Xuan could appear prematurely. [Fix] Fixed an issue where background music could disappear during the battle against Celestial Enforcer: Huanxian. [Fix] Fixed an issue where background music could disappear when opening the menu. [Fix] Proofread and corrected text in multiple languages. [Fix] Fixed an error where both values of Attack multiplier and Injury multiplier persisted across save files. [Fix] Fixed a bug where being attacked by monsters while taking the elevator could cause the game to freeze. [Fix] Resolved the issue where the one-way door in the Grotto of [Fix] Scriptures (Entry) could be destroyed from the wrong direction.
Due to circumstances outside of our control, Under the Stairs has recently reached an agreement with Gearbox Publishing to mutually part ways. For us this means the return of our publishing rights for Eyes in the Dark.
We wish to express our love and support to everyone on the Gearbox Publishing team, the entire experience of working with them was nothing short of amazing. Not only have they helped us launch our first game, but they made sure that it turned out to be the best version of the game possible.
However, we now have to be realistic, it's been almost 2 years since we last worked on Eyes in the Dark and jumping back in and working on it full time is not something we can currently afford to do.
We've always wanted to support the game long term, there are bugs we'd like to fix, features we'd like to add and feedback we'd love to implement. These are weird times in the game dev industry and for now, we ask you to give us a little bit of time to figure things out and we promise that you’ll hear from us soon!
The vinyl is a 2LP on White and Transparent Neon Magenta, presented on a 24pt silverboard jacket with a giant FUZZY BABA adorning the front. Pressing size is limited. You can find the vinyl at:
Overshield gains from ability and weapon upgrades, as well as pickup rewards, have been reworked to no longer be instant. Instead they are given over time at a maximum rate of 10 overshield per second. This will tick until the full amount of overshield has been added to the player’s total health pool. Due to this change the Overshield buff status notification on the bottom left has been temporarily removed until it’s displayed in a less obtrusive way.
Damage over time effects of the same type who originate from the same player, are no longer triggered multiple times while one is active (while you are poisoned if you become poisoned again by the same player, the initial poison effect will stop instead of both continuing at the same time, but you could still be ignited by that player with both effects continuing at the same time, and you could still be poisoned by other players with multiple poison effects continuing at the same time). This change is being done to reduce the overall strength of Ignite and Poison.
Damage over time effects from different weapon and ability sources now deal the same damage.
Changed the “Frontal Shield” upgrade for the Chunk’s Leap ability, so that shooting is no longer disabled, the shield is instead removed as soon as the player fires a weapon.
Changed the “Frontal Shield” upgrade for the Chunk’s Leap ability so that it’s possible to switch weapons during it, which will not disable the shield.
Holding zoom at the end of a mechanic that had forced you to unzoom, will now cause you to instantly zoom-in (e.g. reloading, hookshotting). This works when holding zoom regardless of whether you have the Toggle Zoom option enabled or disabled.
Gameplay fixes
Fixed the targets in the Hub not displaying the correct Heavy Sniper headshot damage values.
Fixed a bug that caused Suit rerolls to charge you 100 currency.
Fixed the zoom remaining enabled when opening the scoreboard while zoomed and then releasing the zoom key (while not using Toggle Zoom).
Fixed the hit crosshair being displayed when healing.
Fixed an issue causing The Scout’s “Cluster Bomb” upgrade to be incorrectly locked in the Progression Tree instead of the “Radius Increase” upgrade.
If the round ends during a “+1 card on next death”-selection, it will now be refunded and triggered on your first death in the coming round.
Interface and HUD
The capture progress bar of team reward pickups has a new visual style.
In the final scoreboard of Wipeout matches there is now a tab (3/3) that displays the number of Minor and Major Pickups that each player captured throughout the match - press the right arrow to navigate between the 3 tabs (previously unreported).
When getting a frag or an assist there is now a value next to the frag/assist message, which displays how much currency you’ve earned for doing so (previously unreported).
Artifact icon effects on the scoreboard now follow the correct player when the scoreboard is reordered during a round.
Artifact icon effects on the scoreboard are now displayed for the entire duration of a round, until the next round begins.
Added a description to the Toggle Zoom option to explain how it behaves.
Updated Brazilian Portuguese, German, Japanese, Korean, Latin American Spanish, Spanish from Spain, Simplified Chinese, Russian translations.
Performance and stability
Fixed a crash that could happen when loading a map.
A large memory leak that was introduced in the previous version was fixed in a hotfix patch a few hours later.
Fixed an additional small memory leak that had existed since release.
Fixed a memory leak in the map editor.
Matchmaking and servers
There are now Bonus Daily Points which you can earn each day, the bonus limit per day is shown in the Progression Tree menu (previously unreported).
The backfilling in Wipeout matches is now enabled until one team reaches a score of 3 rounds won (a match ends when a team scores 4 rounds), instead of only allowing backfilling within 5 minutes of the match starting.
Fixed an issue affecting Warmup which was causing players to join a team that already had more players.
Visual changes
The appearance of the Healing Beam’s orb model is now consistent when using different weapons.
When interrupting a reload by using the Healing Beam, the left arm now transitions more smoothly from reloading to holding the orb.
This build includes modification to the game speed as well as improvements to responsivity. Please provide feedback on the general feel of the game speed. Note that some animations may seem too fast now--for example, some tackles--but we're interested in feedback in general on game speed, controllability, and realism.
- Players should move at more realistic speeds (40yd between 4.5-5.3s) - Ball is no longer "floaty"--gravity is more realistic - Tweaked pass speed and trajectory
Hi everyone! It took longer than I anticipated to put this Update out, but it's finally here, even if it needs a bit of tweaking, it was supposed to arrive for the sale, but it took more time than expected and I had to cut a bit of stuff, but it's all something that will arrive with the next update. Also, in the next update I'll add the missing mechanics, so the game will finally enter it's final stage. The next update, the 0.7, is supposed to go live around the end of the month. As always, you can check me build the game live on Twitch. or on YouTube!
When opening the game, it could says it has problems finding a .bgm file, simply close and reopen the game
The cards in the BlackJack minigame, may appear moved to the left instead of the center
You may find some holes or mispelling in the translations, simply report them so I can fix them
When fishing, it will may tell that you missed even if you where in the area
When fishing, the pointer may could stop after starting the QTE.
When pressing a button for the defense QTE, the character target by the enemy, may still jump or charge a bar, even if the enemy move ended
When starting a battle, the Arrows and Wheel (Used in Magic Attacks) QTEs might bug out and not appear, but when re-using the skill, they appear
Revamped the Menù Commands and translated them to every language present in the game, the Menù background, and Frey, Gerald, Sabsa Menù bust.
Added a-to-be-updated Silika map
Added a-to-be-updated Silika's Temple map
Added a restaurant map to Silika, Koìnè and Serenity Arboretum
Added a restaurant system, as an alternative to healing, players can eat at restaurants, obtaining different buffs.
Added a story portion
Added a secondary quest located in Silika: "Broken Egguos"
Updated the Loading Screen, the Status Descriptions, and the Socials Icons
Added a translation to Spanish
Added a translation to French
Ten New Enemies
Five New Secondary Quests
Two New Maps (Casinò and Casinò Undeground)
One New Main Story Quests
Two New Playable Characters
Two New Minigames
Visual Upgrades
Original Soundtracks
Solved a bug where the message showing the amount of Lira the player possessed did not appear.
Solved a bug where entering Adoette forest again, may repeat the previous cutscene.
Solved a bug that showed the icon of two swords overlapping in the equipment.
With update 0.4.24 comes an exciting mission AI overhaul and new tribe spellcaster abilities.
Full list of changes:
Mission AI overhaul: - Mission AI now rebuilds resource bases and harvests from them - New attack behavior focusing on map control and retaking bases - Raiding parties: AI will now try to steal resources from the players - Harder difficulties will make use of spellcasters - Improved wave balancing and unit compositions
New tribe spellcaster abilities: - Medicine man can now place spike traps making affected units more vulnerable - Medicine man's poison is now a stationary cloud - Shaman is now able to place bird traps slowing affected units - Shaman can now create illusions of allied units - Shaman is now able to cast shroud, blinding units within the shroud
Other: - Cloud sync files are now cross-platform - Added more detailed perk descriptions on home island
Modding: - Lighting can now be controlled from lua